My Action Figure is a tool that can be used to easily animate 3D bone-based figures.

It's modeled after anim8or.

Don't expect updates or anything, I made this because I wasn't happy with any other GM animating tool out there. But I decided to share it with everyone else.

Here are the Ropes:

My Action Figure is a tool that lets you easily create bone structures (figures) and poses.

From this basis, it's possible to create smooth animations by interpolating between the current pose, and a desired pose.

How to work the tool:

CHP 1: Pre-Start

MAF loads d3ds, there is a file called "start up models.txt.":-First line: Punch in the number of models you will load-Others: Punch in the file names to load.

CHP 2: My Action Figure

From here you can open figures or import poses, in both cases they would have to be made with MAF.And of course you can save figures and export poses.

The controls are explained in the topic mentioned earlier.

Remember, the data in a figure includes the parental structure and lengths of each bone. While a pose is just the rotations of each bone.

CHP 3: Putting it into the game.

Your models must be loaded in an array called "mesh[.]" and your textures on "texture[.]" These should be defined in the create event of an object that starts the game. I have a tendency to make games that use just one object, but for your sake you would probably want to have them stored as global variables, so feel free to adjust it. Figures and Sequences should also be initialized at the start of a game.

When you make a sequence, you just string together poses.

When you start up a character use this:init_FigSeq(..);

And to set the texture and models of each bone use this

set_models(..);

This can be a bit tricky, but when you save a figure on MAF, it also saves a *[MODEL MAP}.txt that tells you what models line up with what bones, keep in mind that when using set_models() fill in -1 where ever the MODEL MAP says NONE.

Wow, the way it interpolates between the different poses are just amazing!
This way you could do like 3-4 "keyframes" and time it right to make smooth animation !
Just one thing I wonder: "help file... xD?"
Like.. I have some questions that I think others may wonder too..

1. "What is 'My Action Figure' used for?" (like, do you create poses or import them?)
2. "what file formats does it import?"
3. "How do i make/import poses?"
(i bet answering these questions would increase the amount of downloads . soon this tool will be CRUCIAL for ANY 3D game made with gamemaker.)

if you got some time over it'd be awesome if you could make a "quickstart guide".
Like.. so you wouldn't have to make a big help file, just a step by step guide without too much detail to help us get started .

Btw, I will most likely use this for all my 3D games made with game maker, and this is so awesome I'll type your name TWICE in the credit list, and maybe even at startup ;p

Wow, the way it interpolates between the different poses are just amazing!This way you could do like 3-4 "keyframes" and time it right to make smooth animation !Just one thing I wonder: "help file... xD?"Like.. I have some questions that I think others may wonder too..

1. "What is 'My Action Figure' used for?" (like, do you create poses or import them?)2. "what file formats does it import?"3. "How do i make/import poses?"(i bet answering these questions would increase the amount of downloads . soon this tool will be CRUCIAL for ANY 3D game made with gamemaker.)

if you got some time over it'd be awesome if you could make a "quickstart guide".Like.. so you wouldn't have to make a big help file, just a step by step guide without too much detail to help us get started .

Btw, I will most likely use this for all my 3D games made with game maker, and this is so awesome I'll type your name TWICE in the credit list, and maybe even at startup ;p

Took 30 minutes to fix the example, using two objects, a control, and a dummy, also adding a few notes. And edited first post too.

This looks pretty good. My only problem is the camera movement and some UI & control preferences. I haven't tried it out too much yet but will propably use this when I start animating unless I find some other method that works better and/or faster.
I don't suppose you could release the source to this so me and other could improve or change the stuff we would want differently?

Oh, I meant being able to create a model in the program so that you don't have to search the internet for a program that can. I would use Model Creator (as you can see, I love Model Creator), but Model Creator saves the models made in that program as a *.gmmod file, so I can't really use those in your program.

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MAF loads d3ds, there is a file called "start up models.txt.":-First line: Punch in the number of models you will load-Others: Punch in the file names to load.

What comes after that?

what do I after that?How do I open them into MAF if the figure has to be made with MAF?

Do you have an instruction book for MAF (which I probably should have read)?

Other that that I think your examples are awesome!

That txt is there for your convenience, if you already know that your project will use certain models, which you should. It acts as a default set of parts. When you open up MAF, or use the code I put in the example, it will automatically load all the models from the txt, in MAF you set the model in use for the selected bone via Q and W keys. If at any point during using MAF you decide to add more models you can do this via "Load Models."

That txt is there for your convenience, if you already know that your project will use certain models, which you should. It acts as a default set of parts. When you open up MAF, or use the code I put in the example, it will automatically load all the models from the txt, in MAF you set the model in use for the selected bone via Q and W keys. If at any point during using MAF you decide to add more models you can do this via "Load Models."

That txt is there for your convenience, if you already know that your project will use certain models, which you should. It acts as a default set of parts. When you open up MAF, or use the code I put in the example, it will automatically load all the models from the txt, in MAF you set the model in use for the selected bone via Q and W keys. If at any point during using MAF you decide to add more models you can do this via "Load Models."

What is the file format that MAF requires? I.E: .d3d, .x, .3ds etc.How do I load the models?

Basicly what I'm asking for is a more deatailed "step by step" version of the instructions.Kinda like a "For DUMMIES" edition.

*.d3d format

And sorry bro but that's exactly what I just explained in my previous post, now your just asking me to explain what Au is made of (That's gold by the way, which is an element, meaning it doesn't get any simpler than that).

I might be able to make a tutorial video sometime next month though, real busy with college midterms at the moment.

Animator might seem easy for pros but us new to 3d modelling well, that is a totally different story...

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Assuming I helped you out in a questions and answers topic won't you return the favour by helping me with one my coding problems, or recommend some one who can chat to me over pms about helping and how to overcome my obstacles, after all lets just say I did help you or them or many people with similar problems, in that topic.

Here i have a topic for those of you struggling with type writer text and mugshots in your games especially if it is a rpg see the link below for more info